Add ResourceManager for assets outside of QRC
+ Use qt6_add_big_resources to improve build time + RM::getPath(sting) to build absolute path to assets + Allows easy access to models or other large assets not loaded into QRC
This commit is contained in:
parent
82b06c247d
commit
8726a63774
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@ -20,12 +20,16 @@ set(CMAKE_CXX_STANDARD 11)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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# For CLion builds, point CMAKE_PREFIX_PATH to Qt6 install directory
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# For CLion builds, point CMAKE_PREFIX_PATH to Qt6 install directory
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list(APPEND CMAKE_PREFIX_PATH $ENV{HOME}/Code/Clones/Qt6.2/6.2.3/gcc_64/)
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list(APPEND CMAKE_PREFIX_PATH $ENV{HOME}/Code/Clones/Qt/6.3.1/gcc_64/)
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find_package(Qt6 COMPONENTS OpenGLWidgets REQUIRED)
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find_package(Qt6 COMPONENTS OpenGLWidgets)
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if (NOT Qt6_FOUND)
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message(SEND_ERROR "Unable to find Qt6 at CMAKE_PREFIX_PATH: ${CMAKE_PREFIX_PATH}")
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message(FATAL_ERROR "Specify path to Qt6 with `cmake -DCMAKE_PREFIX_PATH=/path/to/Qt/6.x.x/gcc_64 -S /path/to/qtk -B /path/to/qtk/build && cmake --build /path/to/qtk/build -j $(nprocs)`")
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endif()
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# Add our Qt resources.qrc file to our application
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# Add our Qt resources.qrc file to our application
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set(SOURCES app/main.cpp)
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set(SOURCES app/main.cpp)
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qt6_add_resources(SOURCES resources.qrc)
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qt6_add_big_resources(SOURCES resources.qrc)
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add_executable(
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add_executable(
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qtk # Executable name
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qtk # Executable name
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@ -59,6 +63,7 @@ add_library(main-widget SHARED
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src/transform3D.cpp src/transform3D.h
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src/transform3D.cpp src/transform3D.h
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src/model.cpp src/model.h
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src/model.cpp src/model.h
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src/scene.cpp src/scene.h
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src/scene.cpp src/scene.h
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src/resourcemanager.cpp src/resourcemanager.h
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)
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)
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target_include_directories(main-widget PUBLIC src/)
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target_include_directories(main-widget PUBLIC src/)
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@ -23,10 +23,9 @@ Be sure to take note of the Qt6 installation directory, as we will need it to co
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Once Qt6 is installed, to build and run `qtk` on Ubuntu -
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Once Qt6 is installed, to build and run `qtk` on Ubuntu -
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```bash
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```bash
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sudo apt update -y && sudo apt install freeglut3-dev libassimp-dev cmake build-essential git
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sudo apt update -y && sudo apt install freeglut3-dev libassimp-dev cmake build-essential git
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git clone https://gitlab.com/shaunrd0/qtk && cd qtk
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git clone https://gitlab.com/shaunrd0/qtk
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mkdir build && cd build
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cmake -DCMAKE_PREFIX_PATH=$HOME/Qt/6.3.1/gcc_64 -S qtk/ -B qtk/build/ && cmake --build qtk/build/ -j $(nprocs)
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cmake .. -DCMAKE_PREFIX_PATH=$HOME/Qt6/6.2.3/gcc_64 && cmake --build .
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./qtk/build/qtk
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./qtk
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```
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```
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You can fly around the scene if you hold the right mouse button and use WASD.
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You can fly around the scene if you hold the right mouse button and use WASD.
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@ -37,7 +37,8 @@ public:
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// Shader settings
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// Shader settings
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inline void setShaderVertex(const std::string & vert) { mVertexShader = vert;}
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inline void setShaderVertex(const std::string & vert) { mVertexShader = vert;}
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inline void setShaderFragment(const std::string & frag) { mFragmentShader = frag;}
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inline void setShaderFragment(const std::string & frag)
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{ mFragmentShader = frag;}
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void setShaders(const std::string & vert, const std::string & frag);
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void setShaders(const std::string & vert, const std::string & frag);
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template <typename T>
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template <typename T>
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@ -11,6 +11,7 @@
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#include <scene.h>
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#include <scene.h>
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#include <texture.h>
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#include <texture.h>
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#include <resourcemanager.h>
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#include <model.h>
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#include <model.h>
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@ -188,6 +189,21 @@ void Model::flipTexture(const std::string & fileName, bool flipX, bool flipY)
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* Model Private Member Functions
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* Model Private Member Functions
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******************************************************************************/
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******************************************************************************/
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/**
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* Loads a model in .obj, .fbx, .gltf, and other formats
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* For a full list of formats see assimp documentation:
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* https://github.com/assimp/assimp/blob/master/doc/Fileformats.md
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*
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* Models should not be loaded into Qt resource system
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* Instead pass an *absolute* path to this function
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* Relative paths will break if Qtk is executed from different locations
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*
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* Models can also be laoded from the `qtk/resource` directory using qrc format
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* loadModel(":/models/backpack/backpack.obj")
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* See resourcemanager.h for more information
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*
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* @param path Absolute path to a model .obj or other format accepted by assimp
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*/
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void Model::loadModel(const std::string & path)
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void Model::loadModel(const std::string & path)
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{
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{
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Assimp::Importer import;
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Assimp::Importer import;
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@ -195,13 +211,14 @@ void Model::loadModel(const std::string & path)
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// JIC a relative path was used, get the absolute file path
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// JIC a relative path was used, get the absolute file path
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QFileInfo info(path.c_str());
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QFileInfo info(path.c_str());
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info.makeAbsolute();
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info.makeAbsolute();
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std::string temp = info.absoluteFilePath().toStdString();
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mDirectory = path[0] == ':' ? RM::getPath(path)
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: info.absoluteFilePath().toStdString();
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// Import the model, converting non-triangular geometry to triangles
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// Import the model, converting non-triangular geometry to triangles
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// + And flipping texture UVs, etc..
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// + And flipping texture UVs, etc..
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// Assimp options: http://assimp.sourceforge.net/lib_html/postprocess_8h.html
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// Assimp options: http://assimp.sourceforge.net/lib_html/postprocess_8h.html
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const aiScene * scene =
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const aiScene * scene =
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import.ReadFile(temp, aiProcess_Triangulate
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import.ReadFile(mDirectory, aiProcess_Triangulate
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| aiProcess_FlipUVs
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| aiProcess_FlipUVs
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| aiProcess_GenSmoothNormals
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| aiProcess_GenSmoothNormals
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| aiProcess_CalcTangentSpace
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| aiProcess_CalcTangentSpace
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@ -216,7 +233,7 @@ void Model::loadModel(const std::string & path)
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return;
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return;
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}
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}
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// If there were no errors, find the directory that contains this model
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// If there were no errors, find the directory that contains this model
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mDirectory = path.substr(0, path.find_last_of('/'));
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mDirectory = mDirectory.substr(0, mDirectory.find_last_of('/'));
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// Pass the pointers to the root node and the scene to recursive function
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// Pass the pointers to the root node and the scene to recursive function
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// + Base case breaks when no nodes left to process on model
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// + Base case breaks when no nodes left to process on model
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@ -0,0 +1,13 @@
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/*##############################################################################
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## Author: Shaun Reed ##
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## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
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## About: Manage files and resources used by qtk ##
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## ##
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## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
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##############################################################################*/
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#include "resourcemanager.h"
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std::string RM::resourcesDir =
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std::string(__FILE__).substr(0, std::string(__FILE__).find("src/"))
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+ "resources/";
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@ -0,0 +1,35 @@
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/*##############################################################################
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## Author: Shaun Reed ##
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## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
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## About: Manage files and resources used by qtk ##
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## ##
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## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
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##############################################################################*/
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#include <string>
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#ifndef QTK_RESOURCEMANAGER_H
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#define QTK_RESOURCEMANAGER_H
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typedef class ResourceManager {
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public:
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/**
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* Takes a path using qrc format and constructs full system path to qtk assets
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* Qrc format prefix ':/' is trimmed from the path for the caller
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* Assets used with RM may (or may not) appear in qtk/resources.qrc
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*
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* @param path Path relative to qtk/resources/; ie) ':/models/backpack/backpack.obj'
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* An asset at location qtk/resources/path/to/asset.obj
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* Should be given in qrc format: ':/path/to/asset.obj'
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* @return Absoulte system path to a qtk asset
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*/
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static std::string getPath(const std::string & path) {
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// Only construct qtk resource path if in qrc format; else return it as-is
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return path[0] == ':' ? resourcesDir + path.substr(2) : path;
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}
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static std::string resourcesDir;
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} RM;
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#endif //QTK_RESOURCEMANAGER_H
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@ -10,6 +10,7 @@
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#include <texture.h>
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#include <texture.h>
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#include <meshrenderer.h>
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#include <meshrenderer.h>
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#include <model.h>
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#include <model.h>
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#include <resourcemanager.h>
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#include <scene.h>
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#include <scene.h>
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@ -151,42 +152,31 @@ void Scene::init()
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//
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//
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// Model loading
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// Model loading
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mModels.push_back(new Model("backpack",
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mModels.push_back(new Model("backpack", ":/models/backpack/backpack.obj"));
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"../resources/models/backpack/backpack.obj"));
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// Sometimes model textures need flipped in certain directions
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// Sometimes model textures need flipped in certain directions
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mModels.back()->flipTexture("diffuse.jpg", false, true);
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mModels.back()->flipTexture("diffuse.jpg", false, true);
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mModels.back()->mTransform.setTranslation(0.0f, 0.0f, -10.0f);
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mModels.back()->mTransform.setTranslation(0.0f, 0.0f, -10.0f);
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mModels.push_back(
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mModels.push_back(new Model("bird", ":/models/bird/bird.obj"));
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new Model("bird",
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"../resources/models/bird/bird.obj"));
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mModels.back()->mTransform.setTranslation(2.0f, 2.0f, -10.0f);
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mModels.back()->mTransform.setTranslation(2.0f, 2.0f, -10.0f);
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// Sometimes the models are very large
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// Sometimes the models are very large
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mModels.back()->mTransform.scale(0.0025f);
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mModels.back()->mTransform.scale(0.0025f);
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mModels.back()->mTransform.rotate(-110.0f, 0.0f, 1.0f, 0.0f);
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mModels.back()->mTransform.rotate(-110.0f, 0.0f, 1.0f, 0.0f);
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mModels.push_back(new Model("lion",
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mModels.push_back(new Model("lion", ":/models/lion/lion.obj"));
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"../resources/models/lion/lion.obj"));
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mModels.back()->mTransform.setTranslation(-3.0f, -1.0f, -10.0f);
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mModels.back()->mTransform.setTranslation(-3.0f, -1.0f, -10.0f);
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mModels.back()->mTransform.scale(0.15f);
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mModels.back()->mTransform.scale(0.15f);
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mModels.push_back(
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mModels.push_back(new Model("alien", ":/models/alien-hominid/alien.obj"));
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new Model("alien",
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"../resources/models/alien-hominid/alien.obj"));
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mModels.back()->mTransform.setTranslation(2.0f, -1.0f, -5.0f);
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mModels.back()->mTransform.setTranslation(2.0f, -1.0f, -5.0f);
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mModels.back()->mTransform.scale(0.15f);
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mModels.back()->mTransform.scale(0.15f);
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mModels.push_back(
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mModels.push_back(new Model("scythe", ":/models/scythe/scythe.obj"));
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new Model("scythe",
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"../resources/models/scythe/scythe.obj")
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);
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mModels.back()->mTransform.setTranslation(-6.0f, 0.0f, -10.0f);
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mModels.back()->mTransform.setTranslation(-6.0f, 0.0f, -10.0f);
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mModels.back()->mTransform.rotate(-90.0f, 1.0f, 0.0f, 0.0f);
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mModels.back()->mTransform.rotate(-90.0f, 1.0f, 0.0f, 0.0f);
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mModels.back()->mTransform.rotate(90.0f, 0.0f, 1.0f, 0.0f);
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mModels.back()->mTransform.rotate(90.0f, 0.0f, 1.0f, 0.0f);
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mModels.push_back(
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mModels.push_back(new Model("masterChief", ":/models/spartan/spartan.obj"));
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new Model("masterChief",
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"../resources/models/spartan/spartan.obj"));
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mModels.back()->mTransform.setTranslation(-1.5f, 0.5f, -2.0f);
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mModels.back()->mTransform.setTranslation(-1.5f, 0.5f, -2.0f);
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@ -204,9 +194,9 @@ void Scene::init()
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mMeshes.back()->init();
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mMeshes.back()->init();
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mModels.push_back(
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mModels.push_back(
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new Model("alienTest",
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new Model("alienTest", ":/models/alien-hominid/alien.obj",
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"../resources/models/alien-hominid/alien.obj",
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":/model-specular.vert", ":/model-specular.frag")
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":/model-specular.vert", ":/model-specular.frag"));
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);
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mModels.back()->mTransform.setTranslation(3.0f, -1.0f, 10.0f);
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mModels.back()->mTransform.setTranslation(3.0f, -1.0f, 10.0f);
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mModels.back()->mTransform.scale(0.15f);
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mModels.back()->mTransform.scale(0.15f);
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mModels.back()->setUniform("uMaterial.ambient", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uMaterial.ambient", QVector3D(1.0f, 1.0f, 1.0f));
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// Test spartan Model with phong lighting, specular and normal mapping
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// Test spartan Model with phong lighting, specular and normal mapping
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mMeshes.push_back(
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mMeshes.push_back(
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new MeshRenderer("spartanTestLight", Triangle(QTK_DRAW_ELEMENTS)));
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new MeshRenderer("spartanTestLight", Triangle(QTK_DRAW_ELEMENTS))
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);
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mMeshes.back()->mTransform.setTranslation(1.0f, 1.5f, 10.0f);
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mMeshes.back()->mTransform.setTranslation(1.0f, 1.5f, 10.0f);
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mMeshes.back()->mTransform.scale(0.25f);
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mMeshes.back()->mTransform.scale(0.25f);
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// This function changes values we have allocated in a buffer, so init() after
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// This function changes values we have allocated in a buffer, so init() after
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mMeshes.back()->init();
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mMeshes.back()->init();
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mModels.push_back(
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mModels.push_back(
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new Model("spartanTest",
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new Model("spartanTest", ":/models/spartan/spartan.obj",
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"../resources/models/spartan/spartan.obj",
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":/model-normals.vert", ":/model-normals.frag")
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":/model-normals.vert", ":/model-normals.frag"));
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);
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mModels.back()->mTransform.setTranslation(0.0f, -1.0f, 10.0f);
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mModels.back()->mTransform.setTranslation(0.0f, -1.0f, 10.0f);
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mModels.back()->mTransform.scale(2.0f);
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mModels.back()->mTransform.scale(2.0f);
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mModels.back()->setUniform("uMaterial.ambient", QVector3D(1.0f, 1.0f, 1.0f));
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mModels.back()->setUniform("uMaterial.ambient", QVector3D(1.0f, 1.0f, 1.0f));
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